Unreliable UDP for P2P gaming is a feature I'd like as well. For real-time games where you're managing 8, 16, or 32 players, you'd want to be able to send positional updates (that could be dropped, and would be re-synced the next time an update is received). In real-time games you cannot afford to wait for in-order delivery of the socket stream (because the nature of it you're actually managing 16+ parallel entity simulations, that are moving forward in time and lost past data can be resynced with current data.)